I´m a Brazilian sound designer, and new in both FMod designer and here at this forum.

I´m facing the following situation:

In a battle game I have the same music splitted in two layers, like: drums+bass & guitars.
Drums+bass are always on, and guitars begin everytime I start a fight in the game. Then when the fight is over I have the D+B playing alone again.

I’ve got the layers synced(sharing the same timeline), and I can turn the guitars on by triggering a cue-theme, but i need the guitars to fade-in when the fight starts and fade-out when it’s gone.

Is there anyway to do this in FMod’s music system? If not, whad do you suggest?

If both D+B and guitar loops have the same duration, you could set this up as an event (not in the music system) with two layers: d+B on one and guitars on the other and use a parameter to control the volume of the second layer.

I haven’t done this but my colleague has – you’ll need to make a multi-channel wave file with 4 channels in it for the 2 stereo streams.

Multi-layered music introduces a small problem though: all the other music can be played via the Interactive Music system, but all multi-layered music is handled as Events. There’s a bit of a separation between these two. The two areas are basically unaware of each other. So you have to choose between either sequential or layered music, but you can’t have both without a bit of trickery.

What is the best way to make these two areas communicate with each other? (so that Interactive Music and a layered music event don’t play simultaneously, for example)

Would be cool, if in the future these were married together somehow; that you could, for example, drop a multi-channeled .wav into an interactive music Segment, and it could be opened in the Event Editor to add some Channel Mix graphs and what not.